Monday, March 17, 2008

How do you deal with Epic Mental Characters?

From a thread on the Scion Forums...

One thing I do is allow my players to "poll their epic wits" - that is, PCs with epic wits or intelligence may ask the other players for feedback and ideas. Players can butt in at any moment: "speaking as your epic wits, you might want to try..." As long as they are quick about it, that is. I don't want (and usually won't allow) 10-minute strategy debates every third tick, but I do allow a lot more tabletalk for Scion than any other RPG I've run.

Also, if I see the PCs making a mistake or falling into a trap, I resist the temptation to spring it on them. (Of course, if the trap was set by someone with more epic intelligence or epic manipulation than them, then I'll sit quiet and watch the fun - but that doesn't happen very often.) Instead, I point out that they're so clever they deduce that their intended course of action was about to cause some massive trouble for them. Depending on the situation, I may briefly summarize the likely consequences so they can choose whether or not to go ahead with it.

For example, next session will likely begin with me telling one of the PCs the following:
"As the ship sails back to Dakar, you think about the situation you're facing and realize that you're effectively delivering your own personal declaration of war to a goddess. If you go mess with Tlazlteotl in the way you're planning, her reaction will be drastic. The fact that you're one of the main characters of the story won't necessarily save you - you may just be another Greek Tragedy."
Hopefully, that'll make the player think for a moment and try a slightly less direct approach to the conflict at hand. If not, at least it'll make for a good story.

Friday, March 14, 2008

Thrones to Teef

For my Orky-port of the Dark Heresy RPG, it just won't do to have the prices of everything be done in Imperial Throne Gelt. Long-time fans of 40k know that Orks use Teef as Kurrency. It only makes sense, their teeth get knocked-out all the time, rot away gradually even after being knocked out, and regrow fairly quickly.

Eventually, if I actually run the system, I'll work up a full price chart in Teef. In the meantime, I plan on using the following conversion system to wing things.

Variable pricing and conversion rates: Prices within an Ork community vary by day, memory, and whim. For every full 100 thrones something in the book costs, its Orky price is 1d10 teef. If it doesn't cost an even multiple of 100 thrones, add +1d6 teef to the cost. You add these together, so a Bolt Pistol (which costs 250 Thrones) would cost between 3 and 16 (2d10+1d6) teef.
If, however, something is so cheap as to be less than 20 thrones by the books, it costs just a single toof, and you don't roll at all.

The Barter roll: To prevent abuse by PCs buying low and selling high (a terribly unOrky thing to do), every transaction involves a Barter roll once the characters have committed to making a purchase. If both parties fail (or succeed by the same margin) then the cost is just a normal roll of the teef dice, as detailed above. However, if at least one player succeeds, then the player with the most degrees of success may roll an extra die, plus one extra die for every degree of success, and pick which ones to use.

Example: Gazkit wants to buy a Bolt Pistol from Throk. Both make rolls of the Barter skill. Unfortunately for Gazkit, he gets only a simple success, whereas Throk rolled three degrees of success. Instead of rolling 2d10+1d6, Throk may roll 6d10+1d6, (or 5d10+2d6, or even 2d10+5d6 if he really wants) and keep any two of the 10-siders and any one d6 for his total. Gazkit is committed to the purchase before the price is rolled, and just has to live with it. However, he doesn't have to be happy about it, and Throk might want to keep emotional consequences of a trigger-happy Ork with a shiny new bolter in mind when he's choosing his dice.

I didn't want it anyway: Normally, an Ork is committed to buying whatever it is that they wanted badly enough to get to the stage of making a Barter roll. However, an exception can be made in the event of the Teef total exceeding more than half that Ork's savings. So, in the example above, if Gazkit only had 20 teef total, he could back out of the purchase if it came to more than 10 teef. However, there are mechanical consequences for doing such:
  1. First off, the Ork in question can't by the same or similar item that session at all, not even from a different seller. Consider it a form of Orky sour grapes. When they say "I didn't want it anyway!" they mean it.
  2. Secondly, if that Ork ever tries to buy the same or similar item from the same seller, he doesn't get to roll Barter at all. The seller still does, and so has a better than normal chance of getting the dice from degrees of success. If the potential buyer does the "I didn't want it anyway" gambit multiple times with the same seller, each subsequent time gives an extra +10 bonus to the sellers subsequent barter rolls.
Eliminating Giant Dice Pools: A 8,500-Throne suit of light power-armor would cost an incredible 85d10. Obviously, no one wants to roll that many dice. So, for purchases over a thousand Thrones either party may choose to just invoke a 10d10 = 55 Teef rule, provided that at least one die is still rolled and kept. In other words, for that 8,500-Throne suit, either the buyer or the seller could choose to drop 80 of the dice from the roll and agreeing the cost is instead (8 x 55 = 440) 440 + 5d10 Teef . This shouldn't come up often. Very few things that cost over 1,000 Thrones are likely to be available at an Orky village, anyway. Note that either party, buyer or seller, may invoke this rule, and the other is forced to live with it. Unless they didn't really want it, anyway.

Resale Value: When selling to an established tradesmen (in otherwords, someone who's just going to turn it around and sell it to some other Ork as fast as he can) your selling price is penalized by -1 Teef. By the same token, such a merchant can invoke "10d10=50" when buying something really big. That way, he's got a slightly better chance of making a profit. Still, Ork merchants live on the razors edge.

Teef In Me 'Ead: Should a PC ever ask how many teeth they (or an NPC) has in their mouth, the answer is 2d6. This is overruled only if a different number was already established this session, the session previous or the day previous (in game-time, regardless of time out-of-character). Therefore, no Ork is ever broke for long, but you also can't just punch yourself in the face every session.

Orky Career Paths

So, I've decided I'm going to slap together an Orky patch/port/supplement for the Dark Heresy RPG. It'll be fun - the humor level will be bumped up a bit, and the fear of PC death will be lessened. I considered three approaches to the character class model:
  1. Dark Heresy's Career Paths, which are kind fiddly, and really hard to balance. What's more, while the paths allow for a lot of variety in skills and talents chosen, they straight-jacket you conceptually. That may be fitting of the regimented society of The Imperium, but it ain't Orky. A good bonk on the head can send an Ork down an entirely new path, and the rules need to reflect that.


  2. Something completely unique and Orky. I could make a new system that's really flavorful, but it'd not only be a lot of effort, it would also limit the system's usefulness. Basically it would have minimal value to random Dark Heresy players who stumble across this via search engine. That's no good - the point of sharing things on the net is to make it so players anywhere might stumble across your ideas and find them inspiring.


  3. WHFRP's Basic and Advanced Careers. This is what I settled on. It's a framework that's already familiar to myself, and to much of the Dark Heresy audience. It contrasts against the Imperiums lifetime Career Paths, yet isn't so different as to feel like a whole other game. Best of all, I don't have to spend a lot of verbiage explaining how it works - I can just direct the reader to a book (Warhammer Fantasy Roleplay) published by the same folks who publish Dark Heresy.
I add one little caveat/houserule to the system in WHFRP - ignore the WHFRP rule about spending 200 XP to change to any new Basic Career. Instead, there's an Advanced Career called Outcast that anyone can join at any time by spending 200 XP and acting kinda weird or crazy for at least one session. Outcast has a lot of different career exits, and even lets you change Clans. I'll post more when I have all the details (for at least a few dozen careers) worked out.

White Wolf Marketing Genius

This is really clever. 2 months before D&D 4th releases, White Wolf will be giving away 2,500 free copies of Exalted 2nd Edition. To get one, all you have to do is send them your "lame duck" D&D 3.5 Player's Handbook.

Why? Because White Wolf remembers how the rest of the RPG industry tanked for the year following the release of D&D 3rd. This is an effort to distract a couple thousand gamers away from 4th (and thereby ensure WWP isn't stuck with a warehouse full of Exalted sourcebooks and no audience to buy them).

Come to think of it, I wonder if that's why GW/BI chose to abandon the Dark Heresy line? Perhaps they had no confidence in the line's ability to sell after the event horizon of the 4th Ed blackhole. If so, then it may have been a poor decision for FFG to pick up the DH rights.

Wednesday, March 12, 2008

Expanding the Universe

I'd like to generate some fan-created-materials for use with Dark Heresy. The question is, "What angle to take?" Here's a brief brainstorm of things I could do:
  • Wargear. I could break out the old 2nd Ed 40k wargear cards and the even older Rogue Trader books, and stat out items to expand the possibilities for tech, gear, and armaments.
    Pros: Easy, and compartmentalized. I could do as many or as few as I like.
    Cons
    : Wholly derivative, minimal creativity involved. Also largely unneeded 'till many many sessions into the campaign.


  • Classes. I've got many pages of roles/occupations/classes written up from my own aborted attempts at converting WHFRP into the 40k setting. I could either update them to the linear class system of Dark Heresy, or just update them to the skills and talents of DH and reverse-engineer the existing linear classes into WHFRP-style class chains.
    Pros: Fairly easy, as I could dust those off and update them to the gun stats and rules systems of Dark Heresy.
    Cons:
    The version of this that appeals to me the most (WHFRP-style) is going to be the least useful to strangers that blunder across this site - they'll want minor new content, not wholescale revisions to core mechanics.


  • Xenos. Not just antagonists, but PCs as well. A home-brewed Eldar or Ork sourcebook would be cool.
    Pros: It's not likely to be contradicted by anything coming out from Black Library before the freeze. "GorkaMorka: the Role Playing Game" would be ded gud, guv'nor.
    Cons: It's a lot more work than the other options.


Rockin' Ork Art by Flying Debris Guy.

Long Live The Emperor

I got the 40k RPG a few days before my birthday. I am chomping at the bit to play this game. While I have a few gripes, overall it's a hugely awesome book, well worth hunting down. (It's already out-of-print, so act quickly if you're interested).

Good Stuff:
  • Lots of flavor and setting. I mean tons. They captured the "dark ages in space" feel of the Imperium really well.
  • Well written. Lots of little quotes and sidebars. Very entertaining to skim over because of all the dark humor.
  • Psi powers were handled really well - psykers are dangerous, but not just to the enemy.
  • Combat seems quick-paced and mayhem-packed.
  • Investigation section / mini-game is fairly cool. This will be a big boost to inquisition-games (which is the default spin on the setting).
  • Lots of guns and equipment, stated out in a reasonable way. My favorite tidbit is the preservation of the crazy "hallucinogen grenade" chart of 40k as an optional rule. Second favorite is the far-more-subtle "Sacred Machine Oil". The system for determining what's available in a given city/world/fleet is a very helpful set of tools.
  • The character classes are well balanced, which I wasn't really expecting.
  • A 3-page table of contents and a truly functional index. I can't express how rare a thing these are in gaming books.

Heresy, I Tell You

So, I got a copy of Dark Heresy (the 40k RPG) a couple days before my birthday. I love it, but it's not without flaws.

Bad Stuff:
  • Mostly, I regret the change to character classes. The new system is well thought-out and leaves plenty of area for personal development, but I was really fond of the old WHFRP system. While I can see that system was open for abuse, it was nothing that couldn't be solved by just getting rid of the "pay 200 to go to any class" clause. For the record, I don't buy the argument of "people have less freedom for social mobility in the 40k universe" - not only was there little such opportunity in medieval Europe (and thus the setting of WHFRP), but the default PCs of Dark Heresy are the henchmen of the Inquisition - if anyone has opportunities for crosstraining and social advancement it's these PCs.
  • Bolters seem a touch underpowered (compared to things like autoguns that they should outclass by a greater margin). But that's a minor nitpick, and may prove unjustified once I see them in combat and get a feel for the actual powerlevel of "Penetration 4".
  • Xenos v Hereticus v Malleus. That is, you have a game that rather than allowing for all of the 40k Universe just focuses on the Inquisition. So far, so good. But then to require the party as a whole to be further focused on just 1/3 of the Inquisition's purviews could really limit story options. I realize it matches the setting, but it seems ill-considered. Especially since the main book gave stats for precious few Xenos. When I run it, that thirding/Ordos distinction will be mostly lip-service, with the PCs having to investigate all sorts of situations.
  • The GM needs a good handle on the difficulty system - if you're not applying modifiers to 3/4 of the rolls, the PCs will never accomplish anything and it'll all feel pretty random. Once everyone's got the hang of it, it'll be cool, but the learning curve may prove troublesome.
  • There's a lot of charts and oddball rules - the drug "Spook" gives one of thirty-or-so random psyker powers for d5 hours! On the one hand these are part of the charm, on the other hand, it's kinda overwhelming. It'll take a really good GM to make this flow smoothly. At least it's mitigated by perhaps the best index/table-of-contents in the history of gaming.
  • Certain omissions. It's an Inquisitor game but you can't play a Grey Knight. Digital Lasers and most other wargear cards are missing from the equipment section. The xenos/antagonists section doesn't have Genestealers or even just Hybrids. This would all be a minor quibble if the game had promised long-support, but instead they've pulled the plug. As a result, this is incredibly frustrating. Heresy, I tell you.
So, I said I intend this site to not be just another place where some random curmudgeon bitches about the state of the world. When I hit a wall, I intend to brainstorm ways over, around, under and through it. So, expect some efforts in said directions in the near future.

Friday, March 7, 2008

Previously, On Scion...

PCs:
Ash (CIA agent),
Alyssa (Federal Prosecutor),
Omar (sort of a bounty hunter / hit man / international vigilante)

Campaign started in Seattle, Washington. PCs were each independently pursuing the same criminal/giant. They met, killed him and most of his henchmen, but spared the life of one henchwoman, who is now their sidekick. A few sessions later, they similarly convert the minotaur of the Market into a minor ally.

As a result of all this intelligence gathering and creative problem solving, they became aware of a big plot on the part of Mr Caponeson, an even bigger Giant, who's trying to free an Ogdoad / Titan / Cthulhoid that buried under Downtown Seattle and Puget Sound. To prevent that, the Dwarves told them they'd need a few things to fashion a titan-proof diving suit. Dragonfire, a nemean hide and a sea-gods toga.

But first, they had a gripping chase sequence through the Seattle underground, and then had to fight some terrorists, who probably weren't connected to the whole muspelheim mafia thing. Still, it gave them a chance to look bad-ass because they were trouncing mortal evil-doers and zombies and lived through a pretty scary gas attack.

They decided a Benu/Phoenix was close enough to a dragon, so they climbed up the Space Needle, and rescued the Wheedle from Caponeson's harpies.

From there they went to Albuquerque, to meet with Hercules. As fate would have it, they stepped on board a plane that was being sabotaged by a little gremlin in a nazi uniform. Totally unrelated to the main plot, just the impact of fate. They save the commercial airliner full of people, and land it in the midst of a busy highway.

They finally get to New Mexico and meet Herc. He looks like Steve Reeves, but runs a demon-beset gamestore in Alb. He climbed up into the ceiling storage space of the game store to find his old Nemean hide for them, but no luck. He did however, find some other tools and armor that could be helpful in hunting a Nemean, so he gave those (and complimentary copies of the players handbook and a starter-level magic deck) to the PCs. Since Nemesis (mother of one of the PCs) had cursed him to never leave the game store, he sent the PCs on their merry way to battle the Nemean Bat in Carlsbad.

The PCs outwit a bat, and get close enough to grapple it. They skin it (using it's own teeth as knives) and head back to Seattle.

They're still a bit uncertain how to get a Sea God's toga, so they start nosing around Caponeson's operation again. This results in an argument with Ivar. Trying to avert a major war between Loki and Hel (Loki's related to several of the giants in question, but his daughter Hel is the mother of one of the PCs), Caponeson offers a truce. The PCs accept it, but start moving secretly against his agents anyway.

They get a lead on a sea-god's toga. The PC with Prophecy has a vision about talking to a nixie who lives in the fountain near the space needle, and carrying a mermaid away from the Hiram Chittendam Locks. A quick stop at the fountain introduces a nixie whose mermaid friend was supposed to visit today, but is a couple hours overdue. "She's never late, and I'm starting to worry about her".

They bushwack the wackenhut-meets-innsmouth guys at the lock who had the mermaid pinned in the fish ladder. But there's this other guy there who's a bad-ass. He's dressed in barnacle-encrusted gladiator armor and riding a nautical chimera (part gigantic angler fish, part gigantic lobster, plus a few tentacles and a stinger for good measure). There's a pretty fancy battle, and while two PCs escape with the mermaid, the third PC is kidnapped by the gladiator guy.

She awakes in a watertight internal chamber of an ogdoad. It has two fairly gross exists - one opening beneath Puget Sound and one opening onto the shores of the river styx. The gladiator takes off his helmet, and says he'll unchain her if she promises not to attack or escape for one hour. He just wants to look at her, and to talk.

For the past several thousand years, he's been fighting a guerilla war against Poseidon. His full name is Julius Quintus Nautico, but no one's called him anything but Tethysion since the fall of Rome.

His wife, bless her soul, was a Scion of Nemesis who was raped and murdered by a Scion of Poseidon. For political reasons, Nemesis couldn't strike the rapist down directly. Julius became disillusioned with the Goddess, and turned to Tethys for empowerment. He drowned the Poseidon-scion in vengeance (imagine how happy I was when Scion: God came out months later and said Tethys drowns her enemies) and then started working his way up the ladder. Polyphemus nearly killed him, and he decided to tackle things more his own size, hence his pursuit of the mermaid, great-grand-daughter of Poseidon. His failure to keep upping the ante is what stuck him at Legend 5 but not yet a Demigod for all time - an important thematic lesson for my players - raise the stakes or be left in the dust.

Then comes the big bombshell (stolen straight from Dracula). The captive PC is the very vision of his long-dead wife. Perhaps she's reincarnated? He tries to woo her, but she sticks to business and logic.

Tethysion becomes convinced (by his reborn love) that Tethys is a villainess, seeking to destroy mankind, and that it's wrong for him to run around killing and raping mermaids. He decides that in order to regain his honor, he must fall on his own trident. But first, he gives his old centurion locker to Alyssa (the PC who was his wife in a previous lifetime). Inside is their wedding clothing from ages ago - a beautiful stolla and palla for her, and for him a toga that was a gift of the gods.

The other PCs show up to save her, but she's already ready to go. They take a stroll on the shores of hades, then head home. She needs a couple days to just sit and think.

During those days, they deliver the toga, nemean hide, and benu to the dwarves. They're reluctant to build the diving suit, because the dwarf leader's wife is being held hostage by one of Caponeson's luitenants. Apparently, they aren't the only ones paying lip service to the truce.

Then a building blows up. It was the 30-story building whose penthouse served as home to one of the other PCs. Ivar had rigged it to explode in vengeance for the way the PCs had treated him previously. In a cool series of super short cut-away scenes, he learned about Caponesons truce and rushed to the building just a minute too late. The whole building collapses, and Omar (one of the PCs) is barely able to save the life of Cleopatra.

Crap! I forgot to mention Cleopatra. Famous Queen of the Nile - it's a long story, but she's his girlfriend. Everyone's a little unclear how she ended up in the slave auction beneath the Pike Market, but Horus had paid for her on his son's behalf. It all started really uncomfortably, but has grown over time. That was back in the session where they converted the minotaur.

Anyhow, the "terrorist" bombing downtown is enough to wake Alyssa out of her "did I just talk my soulmate into committing suicide?" funk. She takes part in the rescue efforts at ground zero. Since Dubya was trying to replace AG anyway (Alberto had had a nervous breakdown when Alyssa confided in him that some of the criminals she prosecutes aren't exactly human), and Alyssa is a Federal Prosecutor with a primo photo-op, she get's sworn in.

That's the moment I did their assenscion to demigodhood. Big fancy montage of divine intervention scenes, with each visitation plucking them from the real world and returning them changed. Barbarella (the NPC sidekick Scion of Tlazlteotl) is left out. She's been a bit unreliable, running away once or twice 'cause the PCs sometimes use manipulation instead of charisma when motivating her. Anyhow, she's feeling "second class" and is none-too-happy.

Getting ahead of myself. Somewhere between ground zero and being sworn in, the PCs fight Ivar, who barely escapes with his life. Then they kidnap the right-hand henchman of the luitenant who kidnapped the dwarf. The hostage exchange goes poorly at first, with a PC incapacitated in the opening round of combat. But then a different PC has two ridiculously unbelievable rolls back-to-back and one-shots a higher-legend Undead she shouldn't have been able to hit.

Anyhow, a side tangent on Ash. She's been playing both sides of the fence. Loki visits frequently, and Hel does every so often, too. Ashilda's had a couple non-violent interactions with the dreaded Mr Caponeson, who has offered her a position in his army come ragnarok. So her visitation ends with a big party at the Jotunheim Bonfire, Mr Caponeson's nightclub. This will matter further down the road, but not in this post.

After the demigodness, I switched gears, trying to give each PC a look at how much simpler and meaningless their day-to-day life is now that they have all that divine power.
Alyssa gets scenes in the courtroom and before congress, and she outperforms the leaders of the free world.
Omar gets a job to overthrow a petty dictator in Africa. I expected him to use his uber-strength and magic armor to just walk in and crush him.

Instead, Omar invites the others with him. Their African vacation involves overthrowing 3 different warlords, converting one of them (the one most acceptable to Ash's CIA superiors) to worship the three of them, and put him up as a puppet state of the US. PCs dodging law rockets and heavy machine guns, then using Sekem Barrier to humble the militants, and massive social stunts to restructure the region. When all is said and done, they've improved the lives of a good hundred thousand people in central africa. But they've also fatebound themselves to the wartorn country they are in.

After some research, they deduce the only way to untie themselves is to exit to the underworld so that some portion of mortal fate will slough off them. The best Terra Incognita route to do this is guarded by an Adze and his buggish minions. They best him, and head into the unknown. There's a chase by a dinosaur, lots of Fenrir, and even Garm.

Somewhere along the way, creepy little twin girls tell them that the relic ring Ash wears, which she took from the corpse of the Undead back on Ballard Bridge, once belonged to the Adze she just fought. Loki had traded four Lindwurms to the Adze for it - and then presumably arranged the situation to make sure Ash got her hands on it. Whose side is Loki on, anyway? He showers his grand-daughter with gifts, while at the same time putting more and stronger foes in her path.

Eventually, they manage to punch through to Helheim, and accidentally walk in on Hel and Balder in an intimate moment. Balder expresses an interest in Ash, and implies that Ash's daughter's father is not that no-good mortal Ex of hers. This all gets really uncomfortable, which is a big plus for dichotomous Hel. Eventually, the PCs catch a ship back to midgard.

A big storm blows in, and a the longship full of PCs somehow ends up in a viking display in the British Museum. This is all for the best, the PCs had long ago considered researching in the Egyptology section here to learn more on how to fight an Ogdoad. Apparently, Hel or the Fates had heard their idea, and decided to be helpful.

But an old enemy, Caponeson's wife (before the truce, they mailed her photos of Caponeson having an affair), is waiting outside. She's been lead here by Sisyphus. Ol Sis outtalks the PCs, and convinces Maia Zipacna Caponeson to attack the PCs. She grabs Cleopatra's Needle (all 160 tons of it) and chucks it through the crowded front of the Brittish Museum, taking down most of the building. The PCs manage to avoid most of the publicity here, and Mrs Caponeson ends up fighting British anti-terrorist forces on a live BBC feed. She's fatebound to London, they aren't.

They scavenge some relics they need for the Ogdoad battle from the ruins of the museum, break up a local ring of titan-worshipers, and head to Cambridge.

En route, Hel calls Ash. She says Balder took a liking to her, and since Balder's birthday is coming up, she'd like to treat him to a threesome. This was a throw-away comment intended to reinforce how inhuman Hel is, asking for a menage a trois with her own daughter. I wasn't expecting the player to say "Hell yeah - Ash'd do anything to sleep with Balder! He's a hunk! He's the best-looking god in my whole Pantheon." There was no die roll involved, but I rewarded her spunk like it was a 3-point stunt.

Backing up a moment or two - in the museum was a temporary exhibit about the work of Iman Wilken's, a scholar who believes The Illiad and Oddyssey predate the greeks, and are in fact proto-celtic in origin. He places Troy in Cambridge, and Odysseus's voyage as being across the Atlantic. Prophecy (and a couple NPCs) had hinted the PCs would retrace the first half of Oddyseuss's voyage, so the PCs take a chance and head to Cambridge.

Waiting for them is The Maltese Falcon, an enormous luxury sailboat with a Legend Rating of 1. They hop aboard, write the world's best classified ad, and hire some crew. The ship was prepaid by Horus (just as he'd cryptically prepaid for Cleopatra many sessions before) so the PCs took it in stride. The made some rolls to weed out crew that would have mental issues in the event of attack by sea monster or cyclops, and head out to sea following Wilken's map.

First stop - the land of the Ciconnes, a place Odysseus sacked because the natives had sent troops and supplies to support Troy. Wilken's identifies it as the sunken city of Yves, once rival to Paris. Yves is also important in grail lore.

The PCs don the armor Hercules gave them oh-so-long-ago, and fly overboard, using Terra Incognita to enter the realm of St. Yves Ciccones. There are mortals there, 6 large villages and a monestary who have been cut off from the world for countless generations. For the past 20 or 30 years, they have been plauged by ghosts. Aten has torn three rifts to the underworld, to places matching the trisociative nature of Yves. There's ghosts of proto-celts, trojans and achaens, crusaders and arthurian knights, and even a couple frenchmen on penny-farthing bicycles, all pooling up here. The titans intend this to be a staging ground for bringing the war to earth.

The PCs do some exploratory probing of the rifts, outwit a Hekatonakhiere, and kill 3 angels and 4 cherubim. They seal the rifts, and convince the people of Yves that everything they previously believed is false. The turn them away from God (aka Aten) and start them worshiping the Norse, Greek, and Egyptian (sans Aten) Pantheons - or, more specifically, just worshiping themselves. Large-scale rituals are cast to shore this place up from further ghostly or angelic intrusion. They build some aqueducts and printing presses and such to improve the quality of life for their new worshipers, then head back to the ship.

They find it adrift and looking deserted. Below decks, they are ambushed by one of the crew they'd hired back in Cambridge, by the name of Wendy-Lou Smith. A PC throws everything he has into his very first attack, and takes her head off. Despite her awesome armor, she couldn't survive the 35-levels of lethal the PCs dumped on her in one action.

Later, they learn from her ghost that Wendy Lou was the daughter of Weyland Smith, aka "The Norse Hephaestus", what's more, she was Hercules's common-law wife. They'd kinda broken up over a Nemean Schnouzer. Wendy had moved back to Europe till the Nemean puppy passed away naturally, but was now ready to get back with Herc since he wasn't going to mistreat her dog. She'd been sent below decks before the PCs changed into the armor Herc had given them. They'd left their Aztec sidekick behind, who also changed into her armor from Herc. Turns out all that armor belonged to Wendy, gifts from her dad or suits she'd made herself. She'd assumed Herc was robbed by her new employers, so she beat up the rest of the crew and passengers and tied them up.

Somewhere in the midst of all that, Nemesis shows up and says she's proud of Alyssa for the whole converting Yves thing, and wishes she'd spend more time dealing out justice and less time being moappy about reincarnation. Right, I forgot to mention the part where, after chasing off the Hekatonakhiere, Alyssa was nearly raped by Hades, and had to Social her way out of it. "The Unseen" is now holding that over Nemesis's head - "as a favor to you, I didn't take your daughter's virtue or feed her pomegranite, so you owe me". The greeks are a sick and complicated lot. Nem actually said "Next time, just have faith that'll extract vengeance for whatever evil befalls you" to her daughter.

That's about where we left off. We play again this Saturday. On the itinerary:
  1. Cape Malea and/or Cape St Vincent, Portugal
  2. Land of the Lotus Eaters and/or Senegal
  3. Land of the Cyclopes and/or Cape Verde Islands, Atlantic
  4. The Aeolian Isle and/or Saba, Netherlands Antilles
  5. Lamos-Telepus and the Land of the Laestragonians, and/or Cuba

After that, presumably they'll step off Wilken's Oddyssey map, through the Panama Canal, and back up to Washington State to stop an Ogdoad.

Sorry - I've been busy elsewhere.

It's been a bit quiet here lately. I've been spending my time working on short films. You can check out the goofiness at my YouTube channel.

Wednesday, March 5, 2008

Gary goes to Valhalla


From the Minneapolis Star & Tribune:

Dungeons & Dragons co-creator Gary Gygax dies at 69

By EMILY FREDRIX, Associated Press

MILWAUKEE - Gary Gygax, who co-created the game Dungeons & Dragons and helped start the role-playing phenomenon, died Tuesday morning at his home in Lake Geneva. He was 69.


He was responsible for something that's brought a lot of joy to a great number of gamers.